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Posted: 05 Feb 2006, 03:20
by zwzsg
But then every 12 days you can build a new commander!

Posted: 05 Feb 2006, 05:28
by TheRegisteredOne
Optimus Prime wrote:
Kixxe wrote:Um... btw.. how do you stop the flag from makeing sevral commanders?
if the flag shall only build one commander and nothing more, thats easy by scripting. Just add the line sleep 999999999; behind the line where a unit is built. Dont know which line exactly, but my teleporter worked a bit this way.
a better way to do this is declare a var as "have_built", initialize it as 0 in create(), and in the build script, write in the beginning

while(have_built){
sleep 1;
}

and have_built = 1; at the end

it should then sleep forever :P

Posted: 05 Feb 2006, 07:09
by b1ind
Cool idea. What about if defenses were highly dependant upon energy. That way, you would have to arrange to be able to take out energy producers while managing a flag assault! If you're interested, its just another option to experiment with.

This would be very fun to play at home and school.

Posted: 05 Feb 2006, 15:24
by PauloMorfeo
TheRegisteredOne wrote:...
while(have_built){
sleep 1;
}
...
Execution of the "while" condition is probably slower than the execution of a "sleep" order so it would probably be faster to:

while(have_built){
sleep 9999...;
}

Making it sleep forever but only making the "while" check .. almost never but the first time.

Posted: 05 Feb 2006, 20:20
by TheRegisteredOne
yea, i suppose :P

Posted: 06 Feb 2006, 18:43
by Guessmyname
Until I can figure out what the hell is going on with the ARMGATE unit, this mod = on hold. I have a lingering suspicion that commanders are hardcoded into being mobile

Posted: 07 Feb 2006, 03:27
by TheRegisteredOne
BMcode=0; ?

Posted: 07 Feb 2006, 07:46
by patmo98
What about making the flag be commander=1 and the correct unit id. Then you could change the commander to not be commander=1 and change the unitid to be something else. I think this would fix the reclam problem, because I don't think commanders can be reclamed. With a high enough damage multiplier, health, autoregen and a short range free deflector, (about 50px) it would be almost invournable. Then set its max speed to about .00001. This would also fix the storage problem, because the gate would be a commander.

Edit: I remember a "soft" or "hard" mutator for TA:M that would allow you to do something like this. Does commander=1 make your unit invounerable to capture?
Guessmyname wrote:Hmm. Haven't done some tweaking, Spring thinks the Gate is a mobile unit (despite its lack of movement tags and canmove=0; in the fbi).

Flozi, spring doesn't go nuts when more than one unit has the commander=1; tag.

Other things to do:
Make Gate invincible
Get Gate to build stuff (not my forte. See the thread about the buggy Psychasi commander that refuses to build. Still not been able to fix that by the way)
Poke devs into including a cannotbereclaimed tag (having checked, isn't there)
Poke devs into making it so that the commanders being mobile unit is not hardcoded (I'm guessing thats the problem)

Posted: 07 Feb 2006, 08:05
by Maelstrom
You can reclaim/capture commanders in Spring. So setting commander=1 would not work.

Posted: 07 Feb 2006, 18:05
by Guessmyname
TheRegisteredOne wrote:BMcode=0; ?
Already there